Aeon General Discussion / Q&A

Slade

[14] Master
Today's notes. Was looking for a way to implement 22B, couldn't find anything practical besides the CH 66K one.

CH 4B
→ 66K (61)
→ 66K → [6]B (80)
→ 66K → [6]A TT (96)
→ 6B BE (78)
→ [6]A TT (115)
→ 4b+kG (95)

CH WR K
→ 66K (57)
→ 66K → [6]B (76)
→ 66K → [6]A TT (91)
→ 6B BE (74)
→ 6B BE → [6]A TT (108)
→ 6B BE → 4b+kG (90)

33K → 22B (Must be 22B, 1P side)
TT all, can be teched left by small characters
Force block otherwise

CH 66K → 662B dead trap (71 damage, 87 if front tech)
-11ish on whiff compared to 66B's -934985693468
BETTER THAN RUN UP 66B IN EVERY WAY

44B → 22B
Force block, can't be rolled

8B → 22B
Force block if opponent stays grounded or ukemis front/back/left, whiffs on right tech, extremely punishable in this situation

8B "breaks" in 19
Regular 4B "breaks" in 19
AA "breaks" in 21.5
6A "breaks" in 19
3A "breaks" in 31 (max)
FC B "breaks" in 19
3K "breaks" in 31 (max)
8K "breaks" in 31 (max)
 

Slade

[14] Master
6(K) breaks guard faster if it's charged slightly. I managed to get it to break in 10. This is without the guard crush version, just the regular version with slight delay.

Works for Asta 4(B) also, but this isn't his SA.
 

Reptile

Soul Calibur V
Useful tricks found after a year and a half playing the game :

- 33A/99A are completely superior to 66A. Becomes apparent at higher levels.
- 8B+K might be Aeon's best whiff punisher, after training to gain the reflex to punish with it.
- 7A, 7B and especially 7K's pushback are superior to their other versions and can be very effective on block, creating more whiff punish opportunities.

More to come.
 

Slade

[14] Master
Useful tricks found after a year and a half playing the game :

- 33A/99A are completely superior to 66A. Becomes apparent at higher levels.
- 8B+K might be Aeon's best whiff punisher, after training to gain the reflex to punish with it.
- 7A, 7B and especially 7K's pushback are superior to their other versions and can be very effective on block, creating more whiff punish opportunities.

More to come.
Do you mean 33_99A inputted out of a forward run (663A/669A) for the extra damage, or 33_99A from neutral with the quickstep?
 

Deus-Kaliya

[08] Mercenary
Indeed, 33-99A is better than 66A because is more safe (66A = -12, 33_99A = -11). 33_99A has better range too.
I noticed that 33_99A is less predictable than 66A against opponent who use JG or auto-GI to parry 66A. Players anticipate 66A when they see Aeon run towards them. With 33_99A is more difficult for them.
 

Slade

[14] Master
I hadn't thought to test the frames on 33_99A. Just did, it's -10 on block, +5 on hit, -17 on JG--and overall improvement of 2 frames for everything. It also pushes back further (at ranges where Ivy's 4B punishes 66A, it whiffs against 33_99A) and does indeed have greater range like you said.

Awesome, added that to the wiki. Also tested 11_77A/[A] and it doesn't change except for a 4 point damage boost.
 

Reptile

Soul Calibur V
Just a little reminder that this arena's Mods are still taking care of this place and will do it until the game officially "dies out".
The different threads will be updated at some point. If you have any question or info you wanna share, it's best to do so here in this thread and you are sure to get a swift response.
 

Mr.MeatHook

[12] Conqueror
So was Aeon considered useless back all that time ago because people weren't playing him right or did he just get a ton of buffs?
 

Slade

[14] Master
The former. Before the patch he had a hilarious 70 damage 50/50 off WR AB and glorious pushback on 3B. After the patch he got a bit better at poking with slightly safer 66A and 1B, CH stun on 4B, improved tracking on 4A, and buffed throw range (the biggie).

The patch notes are here if you ever feel like reading over them. 1.03 didn't affect Aeon.